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Michael Smit, Ziva | Sundance Film Festival


 

(click) >> Well welcome to the special Cube conversation. I'm John Furrier with The Cube. We're here at Sundance Film Festival, Sundance, 2018, special coverage. All the top stories are obviously in the Intel Tech Lounge. All week's been our home base. We've been out on the streets getting the best stories, but one of the most biggest, compelling tech stories is the VR revolution is here. And the impact artist, the new creative. My next guest here is Michael Smit, who is the Chief Commercial Officer of Ziva. Welcome, to The Cube conversation. >> Thanks John, thanks, it's a pleasure to be here. >> You guys have a very impressive company. You're here at the Intel Tech Lounge. You're displaying Ziva. I saw a demo over there. You guys are bringing, I mean, really studio grade quality of animation, and integrated into storytelling. And this is not new for you. But one of the themes of democratization. So, you guys are a key tell sign in my opinion of where the developer, the creative developer market's going. Talk about what you guys are doing. And some of the big things you've done. I know you had some big films. Share a little bit about Ziva, and then we can have a conversation. >> Sure, sure. You know, we like to say, I mean, truly we believe in characters. And at the heart of our technology is character simulation technology. So, here at Sundance, you know, and Intel, we've been working with Intel for a while. They gave us an opportunity to be here. You know, when you think about stories. Stories kind of are driven by characters. And great characters make great stories. So, in our world, great characters are characters that are simulated through physics, and anatomical simulation to achieve levels of plausibility and reality. That previously maybe was only accessible to the very top, you know, budgeted productions. Or the very top VFX studios of the world. >> And what have you worked on? Just share some of the films that you've worked on. And some of the tech. >> Yeah, I'll give a background of the, where I guess the previous kind of, legacy of the technology comes from. But it's actually my partners, who are here with me, have a story record. They actually co-authored the software. You know, 10 years ago or so, that drove characters in titles like, Avatar, and Apes, and the Hobbit. James and Simon, I think they're on a, floating around back there. They've also got a Sci-Tek at home for the engineering work. And the vision here is that, you know, they did that work, and they were really motivated and enthused to do amazing work, amazing results, provide amazing results. They want to enable that same, and provide that same kind of functionality to small studios, big studios, game studios, independents, anyone who wants to tell a great story. >> And there's a huge tsunami. We've been talking at The Cube for the folks watching. Know that, I've been on this narrative around a renaissance in software development. Now we're seeing a renaissance in creative development. And we call that the new creative. Because an organic trend is brewing pretty fast. And used to be, not just Indie filmmakers, we're talking about kids, adults, creatives who are doing filmmaking things, in like virtual reality. And some of the successes that we're seeing, like Baobab Studios is one. They're having the hits around the characters. So, there's a thirst and a demand for technology for characters, but it's hard to build. This is an opportunity for you guys. What's your view on, on that trend? Are you guys going to be a supplier? Can I just use your technology to get characters? And where does this fit into the evolution of say, VR? >> Sure, I mean I touch on that concept of the new creative, because those who want to build and create amazing characters, to tell rich stories, tell immersive experiences. They don't want be, you know, like anything else in our life these days, like anything else that Intel is powering in our life these days. Automation of the simpler tasks should be a given. You don't want creatives to get hung up on, you know, trying to make your cheek look exactly the way it needs to look over 500 frames. When you want them to be making, bringing the story to life. So, our software basically automates a lot of the nuance of organic characters and properties. And the things that make us realistic. And I think it empowers and enables those creatives to tell the stories. >> And how can they tap into Ziva? Because I believe that you guys are on the cusp of something really big. A big trend that no-one's really talking about. And we come at it from a tech angle. So, we can see historically what happened with open source software. I mean 10% of the notional property in most big breakthroughs is the unique IP. 90% of it is reused software. >> Yeah. >> So, you can almost see these dots connecting in this new creative world. You guys seem to be at the forefront of that. Is that part of how people can engage with you? Is that a role you guys see yourselves playing? And, you know, how does someone get a hold of your technology? Do they buy it? Do you license it? How does it work? >> Great question, I mean yeah, we focus on software to make characters. And that's what our customers license from us. We license to studios, we license to Indies. We license to academics. We license to people who want to try it out for free. So, if there's a plug opportunity the url for the website is zivadynamics.com you'll learn a lot more about the company, about some of the work-- >> How expensive is it? I mean, just give a, can you talk about the number? Is it expensive, is it affordable? How does someone who's experimenting, might have their art and their storytelling vision coming to life, and might not have a big budget. >> Yeah so, the Indie licenses basically work out to about 50 bucks a month, per user to leverage the software. Which when you think about previous, maybe less robust implementations of this kind of thinking. We're limited, and we're at the tail end of multi-million dollar investments by huge studios. So, we think that's a pretty good value equation. >> Where are you guys located? Talk about your company, and culture. And what drives you guys. >> Yeah, we're located in Vancouver. You know, we're in one of the epicenters of a lot of creative work, and a lot of filmmaking. In fact, I mean, within a short radius of our studio, the number of game, and visual effects studios, it's amazing. So, you know, but our team's international, in fact, one of our team members is kind of mostly based in Wellington. Another one is actually working in Norway these days. We've got somebody in Los Angeles. So, we're kind of all over the place. And our customer footprint, we've got users in every continent, but Antarctica. >> I wish you could have come on the panel. But we were kind of sold out, we've got a small footprint here at the Intel Tech Lounge in Sundance. And the real theme is, new creative. So, I've got to ask you, in your view what is the new creative mean to you? >> The new creative is somebody who's curious, and they're not scared. They're not concerned with necessarily what it is that they're going to be making, or the media format they're going to be making. They're curious about what story they're going to be telling. And they're going to pursue anything. And they're not going to be shackled by artificial constraints. They're not going to be shackled by budgets that stop them. That make them take creative ideas off the table. They're going to pursue what they can do themselves. They're going to leverage technology in unique ways. And we're going to see some pretty amazing stuff happening. >> Yeah, and it's always, give them more time to work on their art, not worry about the scaffolding in the software to do it. >> That's exactly it. >> What's your take on Sundance this year? Obviously the theme, obviously VR here in the studio. But AI has been the Intel theme as well. We see AI as a critical part of automation. The role of automation in software to assist and augment, and give more opportunities for developers. >> Yeah, yeah I think it, again, it's people that have developed expertise. And we shouldn't look at AI and automation as something to be concerned about. We need to look at it as a tool. And it's to say well, how do I do the last mile? How do I the last 10% of what I do really good, and have all the other stuff kind of taken care of for me. >> Michael what's the hallway conversation, as you know, there's no hallway here in Sundance, it's more of this sidewalk. When you're out at dinner, when you're done here at Intel. When you're out on the streets with your peers, and colleagues, and meeting new people. What's the conversation like this year at Sundance 2018? >> The conversation at Sundance, I mean, it's a conversation that to me, just goes beyond where Sundance has been before. In that, and I think we heard it in some of the panels. But some of the emerging technology used to be like, the additive thing, like now let's go see what's next. Now it's just a part of the big story. And certainly the filmmaking has legacy. Has more experience. Has a lot of amazing stuff. There's so many amazing filmmakers. And amazing content coming out of this place this year. But it's just the variety, the diversity of everything that's happening is just blowing me away. >> Michael Smit with zivadynamics.com check out the website. I think this is a trend that you guys are on. I think the sooner we get to ease of use of the creative developer. Whether it's a filmmaker, VR, and, or, content and digital. They need characters. I want my avatars (laughs) >> That's right. >> Thanks for spending the time, appreciate it. >> Thanks John. >> I'm John Furrier here for The Cube conversation, Sundance Film Festival 2018. We are covering it on the streets. And also here, ground zero for us is the Intel Tech Lounge. It's been buzzing all week with immersive media, not just VR, really showing creative developers a new way to reimagine storytelling. Thanks for watching. (upbeat music)

Published Date : Jan 22 2018

SUMMARY :

And the impact artist, the new creative. And some of the big things you've done. And at the heart of our technology And some of the tech. And the vision here is that, you know, And some of the successes that we're seeing, And the things that make us realistic. I mean 10% of the notional property You guys seem to be at the forefront of that. about some of the work-- I mean, just give a, can you talk about the number? Yeah so, the Indie licenses basically work out And what drives you guys. the number of game, And the real theme is, new creative. or the media format they're going to be making. the scaffolding in the software to do it. But AI has been the Intel theme as well. And it's to say well, how do I do the last mile? What's the conversation like this year And certainly the filmmaking has legacy. I think this is a trend that you guys are on. We are covering it on the streets.

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Ari Kuschnir, m ss ng p eces | Sundance Film Festival


 

(click) >> Welcome this special Cube conversation in the Intel Tech Lounge at the Sundance Film Festival. I'm John Furrier with The Cube. We are here with Ari Kuschnir, who is the founder and managing partner of Missing Pieces. Doing some really amazing work on the future of filmmaking. He's got a great entrepreneurial spirit. And creative desire to deliver great product. Welcome! >> Thank you, thank you. >> So, tell them about Missing Pieces and what's going on in your world. So, there's context. Take a minute to explain what you are working on. >> Well, the premise is to be at this intersection of storytelling technology. And to make stuff people actually want to watch. And VR and AR are parts of it. But not the whole. So, I know some of the conversation focus is on, is on VR, and we're just as excited about where storytelling is headed. In terms of what technology allows us to do. But the key for me is. I'm just passionate about, a new thing comes out. And I want to figure out how to make something really great. But meaningful, and powerful with that. >> We were talking before you came out about filmmaking, obviously trained in the discipline, obviously a variety of other things. But I want to get your perspective, we're on top of this new generation, what does that mean to you? When you hear that new generation, a new creative is coming? What does that mean to you? >> Yeah, I feel like I've ridden the wave of the thing as it's happened. And I mean, the company has too. So, I went to film school in the late 90s. And it was the first time you could buy like, first Final Cut, and the first wave of that. So you could make art little movies on the weekend, you no longer needed even to go to the school itself to borrow the equipment. That was revolutionary in 1999. And then 2005, when we started thinking about the company. You know, your Vimeo, YouTube, video i-Pod all come out within five months of each other. Towards the later part of the year. And it's a revolution. It's clear that with distribution, now not only can we make it and edit it in our laptops. But we can put it out, and millions of people could watch it. And that was the first time that was possible. And it was revolutionary. And I think it still is, to some degree. So, we've just, you know, as it evolves what I see is that, it's not, I've always felt like it's not enough to make the sausage as they say. You know, the directors, the talent that I sign now. Like the project we have now here at Sundance, young Jake. Jake is a great example of a creative who you can't fit in a box. He's an Internet artist, he's a rapper. He's an interactive video maker. He did an app called Emoji.Ink. And he does celebrity emoji portraits. He has a hundred thousand followers on Instagram. So, he can command his own audience. So, when a brand, or an agency comes to him. It's a very different approach than when they come for a very straight up work for hire, director's commercial kind of thing. That is the future, I mean. The future is about having a passionate audience, making things for that audience, understanding it. And being able to communicate with them on a daily basis, or a weekly basis in a powerful way, right? Through story. >> Yeah, I mean, you're riding the wave. And the waves are getting bigger. One of the things we do, we do a lot of tech coverage. And we see this in Cloud computing where software changed from Waterfall to Agile. And now the craft's coming back on the software side. But still now, software is eating the creative world. Because now a new wave is coming. So, speak to that, because you're, this is, you can almost look at the old ways. You mentioned the commercials and films. Almost like the Waterfall. You know, crafts, craft it up and you ship it. And you hope it works well. >> Ari: Yeah. >> But now, you have this new model of iteration. Where it's more Agile creative. How do you do Agile, like your artist, and not lose the craft? >> Yeah, well it's a challenge. Look, I've had so many opportunities in our 10 plus year career to kind of go in that direction of just like quantity over quality. And we could just never do it. I mean we're just not cut out for it. But at the same time, I'm not, I never ignore, how to optimize the content based on data, and based on what the landscape is looking like. So, an important thing for example that we consider in every project is context. Like what, how is this project going to be released? Oh, it turns out that, it's really a big social media push. It's not a TV thing. Or it turns out specifically it's Facebook versus Instagram. And that's a very different type of edit. And a very different type of way you start the video. 'Cause you've got a certain, even a different format, and a different way of looking at the content. So, you start to get into, and then you start to iterate, and look at the different ways in which you can repurpose, and rerelease the content, but customize it for each thing. So, you get into this really interesting place where the data is driving the story. And the feedback is driving the story. >> And the audience is part of the journey. >> Yes. And the comments, and the way in which people are taking the thing that you've made and re-interpreting it, is really interesting. And part of the story. >> You trigger a lot of emotion with me, when we're talking, because, you know, as an entrepreneur, I started media businesses turning into, and no-one has even seen this kind of media business before. But I have no media training of any kind. I did a science major. So, there's certain, and I've observed that there's dogma in the journalism business. And there's, but you know, how dare I challenge that, or others. You're doing the same thing. >> I love that by the way. >> So, I want to ask you. What is the dogma with the old world, 'cause the naysayers are usually the ones with the dogma. "Oh, it will never work!" >> Ari: Yeah. >> So, you're on the front end of this new trend. But you're going to have a visibility into what they're thinking, what is that? >> The dogma is, you know, the whole like, there's only big name directors, and you know, it's a certain caliber of work. And that craft is the ultimate thing. And that you just have to make the thing great. And it'll do the thing that is needs to do. Without any thinking in terms of context, or media buyer. How it can actually become a social, socially engaged piece. So, the thing that we're always fighting is some version of that. And then because we came from a scrappy place, but we're now, you know, a pretty legit thing, I think people, some people will still be like, well that's the kind of like, the problem solving sometimes gets interpreted as scrappy. Which is a word I really don't like. And I think-- >> It's a compliment on one hand. >> Yeah. >> But some people look at it as an insult. "Oh, he's just scrappy!" >> Well-- >> "He's not legit!" >> You never want to be the cheap solution. You want to be the solution that people call because nobody else can solve this problem for you. I think we, there's a strand of the company that's like, the kind of like, pick up the phone and we'll figure it out. And, the impossible project that nobody else can do. And then there's another strand where it's just like, you just want to make stuff people actually want to watch. How hard it that? The thing where you could just buy the media, and expect the results is trickier and trickier. >> I mean you could be different, and innovative, but that might not be good. But if you're good doing it, you're differentiated and you're innovating. >> Ari: That's right. >> What's the filmmaking track on that line. Because certainly there's a lot of innovation. And with innovation comes failure. But people are trying to be different. And being different actually is a good thing. What are some of the trends that you're seeing where people are having some success. And where people are stumbling. >> Yeah, that's a good. I mean what I see is, the things that do well take cultural context into account, and again speak to the people in that way. So, it's like a feedback loop that it's creating with its own audience. And we almost always, there's almost always a time in the process when we're dealing with an agency, or a brand where things start to go a little bit like, too, too much, and in that direction that you don't want it to take. Somebody, usually me, or someone will say, "Look, if we make these changes. "Or if we go in this direction. "We won't want to share it. "And if we don't want to share it, "nobody's going to want to share it." So, that becomes a key thing. Whereas before you could sort of away with some of that, now it's like, well, it has to pass this sort of, kind of litmus test in terms of like, are you comfortable with sharing this thing, because it speaks to you or not. >> So, I want to ask you the hard question, we're here at the Intel Tech Lounge, obviously Intel is doing a lot of tech things. They're trying to get all this new tech. And I see it on, whether you watch the NFL playoffs, with, you know, with the camera angles, the games, on basketball games. You see them using the power of technology-- >> We're actually working on an Intel Olympics VR related project that got a little tease ad, CES. So, I can just say that. >> Yeah I know, so what's the tech? What's the cool new game changer in your mind. As a tool that you need to be more successful, and other artists could use? >> Hmmm, well, you tend to, yeah I mean, I think we-- >> John: More horsepower, more compute, more-- >> No, I mean it's really the, What happened with the AR was really interesting, which was, everyone realized, oh, the phone's already in our pocket. While the headset needs to be something that really needs to be standalone. It needs to be $200. You know, like, you sort of, there's different kinds of headsets, of course. They do different kinds of things. But that's an extra hardware. The phone we already have in our pockets. So, everyone's started taking AR seriously. Including the big players. And what that allowed was a, a rethinking of what the possibilities with story would be. So, in some ways this last year has been a readjustment, and a rethinking of, well, what can you do with the phone that you've already got in your pocket. In terms of expanding the storytelling. Or placing a story in the middle of your living room, you know. A layer, using the phone as a window and a layer. But I'm equally as excited about what's coming in VR, interactive VR, room-scale VR, you know. The project that we have here is an interactive 360 project with a phone. >> What's that called? >> It's called On My Way. And the artist is young Jake. And the original conceit of it, is, it's Jake, there's four Jakes in a car. And every time you move the phone to a different Jake, it changes the Jake. So, as soon as it passes the quadrants. So, the four quadrant it kind of swaps the Jake. And that creates a really fun, and interesting thing. And he actually designed it for the phone, vertical. Because that's the way most people are going to experience it. >> John: That's awesome. >> But it's playing on a headset as well. >> Oh you're definitely a new creative. Love chatting with you. >> Thank you. >> Final, well, I have two questions, first one is, Sundance, what's the story this year? What's your report? If you had to go back and your friend asked you to give him a report, "Hey, what happened Ari, "what's going on at Sundance this year?" >> A combination of really interesting high-end VR projects. Some of them leaning into this kind of like more psychedelic less narrative driven stuff. Which I really like. Kind of like really embracing the fact that it's another world, and taking you there. And then the AR stuff. There's a thing called Tender, Ten Day R. Or Tendar. Which is a play on Tinder, by Tinder Claus. Which is, uses augmented reality, and emotion, and machine learning, everything that you could hope for in a really interesting way. So, that's kind of showing you where it's going. So, I think those two things. >> Psychedelic's interesting. I always, I mean this kind of tangent. But in, I've been seeing on The Cube interviews, I think we're going to have a digital hippy revolution. >> Ari: Definitely! >> And it's coming. I mean you can feel it. It's a different culture. >> When I was looking a lot of people, yeah, a lot of people are scared to, I mean, VR is a really great consciousness expanding way to go to get into other worlds. Without, you know-- >> And will all the crap going on in the world today you can almost look at this as a Sixties like movement in this modern era. Where it could be a major catalyst for massive change. >> Yeah, and there's a piece about, you know, this female shaman that grows through the tribe in Ecuador. And became the first ever female shaman for her tribe. And there's a piece called Chorus that, within it. Which is just super weird and trippy. And almost has no plot, but is amazing. >> All right Ari, you've got to run. Quick soundbite. What are you working on, what's exciting you these days? Share a little bit about what's happening. >> A variety of, again it's the full spectrum of storytelling, so it's not one thing. It's really pushing, experiential pushing, branded content pushing, original content that we're getting a lot more into that game. Long form series. VR series. Really, that's kind of the next wave for the company is to set foot, much stronger in the original space, and create our own original IP. Our own original content. >> Awesome, Ari Kuschnir managing partner and founder of Missing Pieces, check them out. Lot of great work. And again, it's a whole new game changing, from storytelling to the tech. The collision between technology and artistry, and creative, and it's happening. It's here at Sundance, at the Intel Tech Lounge. I'm John Furrier with The Cube conversation here at Sundance, which is part of our coverage. Was to look at the angle of Sundance 2018. Thanks for watching. (upbeat music)

Published Date : Jan 21 2018

SUMMARY :

in the Intel Tech Lounge at the Sundance Film Festival. Take a minute to explain what you are working on. So, I know some of the conversation focus is on, But I want to get your perspective, And I mean, the company has too. And now the craft's coming back on the software side. and not lose the craft? and look at the different ways in which you can repurpose, And the comments, and the way in which people And there's, but you know, What is the dogma with the old world, So, you're on the front end of this new trend. And it'll do the thing that is needs to do. But some people The thing where you could just buy the media, I mean you could be different, What are some of the trends that you're seeing because it speaks to you or not. And I see it on, whether you watch the NFL playoffs, So, I can just say that. What's the cool new game changer in your mind. While the headset needs to be something And he actually designed it for the phone, vertical. Love chatting with you. and machine learning, everything that you could hope for I always, I mean this kind of tangent. I mean you can feel it. Without, you know-- you can almost look at this as a Sixties And became the first ever female shaman for her tribe. What are you working on, what's exciting you these days? Really, that's kind of the next wave for the company It's here at Sundance, at the Intel Tech Lounge.

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Kane Lee, Baobab Studios | Sundance Film Festival


 

>> Hello, everyone. Welcome to the special CUBE conversation. I'm John Furrier, the co-founder of SiliconANGLE Media, co-host of theCUBE. We're here at Sundance Film Festival, the Intel Tech Lounge for a one on one conversation with Kane Lee, who's the head of content at Baobab Studios in California. Thanks for joining me here at the Intel Tech Lounge. >> Really excited to be here. >> You know we just had a panel on the new creative here, and Intel is showing some great technology. Things like volumetric, all kinds of really hardcore tech. Really powering some of the VR, AR, mixed reality, all the trends that are happening around user experience. But, a new creative artist is out there. A new storyteller. It could be a 12 year old to a 50 year old. You're in the middle of it. You're an award winning producer. So you're building the stories, you're building the content. What's the biggest thing happening here at Sundance? >> I think it's really interesting, because content has always been my passion. Good storytelling. And growing up, it was always books and films, and all these traditional mediums that inspired me to sort of dream, and right here in Sundance, we're in the middle of a great sea change going on, because technology and art are coming together in such a fast pace, to really usher in the new generation of storytelling, and we're all very fortunate to be in the middle of that. This is a very unique period in our history as humans, and our culture, to challenge what storytelling really means, because VR, for us at Baobab, is the next great medium. And Sundance recognizes that. Technology companies like Intel recognize that. So we're all coming together at the film festival, and working together to define what that will mean. >> Kane, you're an Emmy award winning producer. Baobab's doing some cutting edge work. Take a minute to talk about what Baobab is doing, and why is it so relevant? We know it's cool. We've interviewed the CEO and Founder before. Share with the audience, what is Baobab doing? Why is it so relevant? >> So, we formed a couple years ago, and at the time, VR was, and it still is, in its very nascent stage. One thing that we recognized, was an opportunity to try to create content that would appeal for people from the ages of five to 105. There was a lot of documentaries, there was a lot of experiential art house type of material. And there was a lot of gaming type of content for VR. For us, we're big lovers of animation and how that unites families, kids, grandparents, teenagers, and we saw an opportunity to try to create content that could appeal to all of these different types of people through animation. So that's sort of our mission, is to inspire your childlike sense of wonder, using two mediums that are so meant for each other, which are animation and VR. >> I'd like to talk about some of the work you got going on a little bit later, but I want to talk about that 12 year old in his room, or the 16 year old that's got a full rig, tricked out with the keyboard, they're laying down music, they're building music, they're gaming, they might be creating art. They are a living, breathing creative. And, they're self learning. They're jumping on Youtube. They're jumping into VR meetups and groups. They're self learning. >> Kane: Absolutely. >> How do you connect to them? What do they do? What's the playbook? How do these people go to the next level? What's the industry doing around this? >> I think, one example I'll give is, I was at Annecy Film Festival, and that's one of the biggest animation focused film festivals in the world, and I was showcasing our very first piece, it was called Invasion, starring Ethan Hawke, where you're actually in the body of a bunny rabbit, and you meet another bunny rabbit. You create a bond. And together you thwart an alien invasion on Earth. What was so interesting to me, was I had never seen that sort of, that demo, that teenage demo, where young boys and girls would actually bring their parents back to the experience, and say this is what I want to study in college. This is what I want to do in art school. So, I think that they, growing up with all this new technology, really sort of get the idea of being in realtime, and having storytelling in realtime. And seeing that level of interest from that age group was very sort of affirming to us that we're on the right track, in terms of the next generation of storytelling. >> Well you guys are definitely on the right track, I can say that. But I think what your point confirms, and connects the dots for people that might not be in the industry is that the old tech world was, the geeks did it, software was an art and you had to be in that CS club. The democratization is a big trend here, and what you're talking about is, people are humanizing, they can see real emotional, practical examples. So the young guns, the young kids, they don't have baggage. They look at it with a clean slate and going, I want that. I can see myself using this. I can self actualize with this. So really kind of tips the scales, and proves the point. >> Absolutely. We world premiered Asteroids, our second VR experience, starring Elizabeth Banks, and one of the biggest millennial stars, Ingrid Nilson, last year at Sundance. Even had the first red carpet VR premiere in Sundance history. And watching the younger generation, it was our first piece where we actually used the controllers that had just come out in that past year. And watching them go in with no preconceived notions on what using controllers could be, to be a character in the experience, it was just fascinating, because they picked it up faster than anyone, and learned the language of being a character, and having hand controllers as a robot, so you could play fetch with an alien dog, or you could mirror their actions, or they might mirror yours, and creating these bonds and these experiences. So, that sort of fresh perspective is really exciting. >> Talk about the role of these experiences, and how they connect people, because one of the big trends also online today, in today's, I would say, yeah the peg the evolution is, you're really getting into the immersive experience, I believe that. But, content creates bonds between people, and good experiences creates glue between relationships, and forges new ones, maybe enhances existing ones. This is a big part of the media. >> Absolutely. For us, emotional connection is the key to getting people to put on headsets, and to come back to our experiences. And that emotional connection for us, is what we've witnessed, in terms of people forming bonds with our characters. So, everyone knows that VR can bring you to brand new worlds, and exciting places, and immerse you in places that you can never go. But, the one thing that I think we learned in our experience with VR, is that if you can create a bond between the user and other characters in the experience that they believe is real, and we use psychology, technology, and storytelling to do that, then they want to come back again and again. So, one of the trickiest parts of VR is trying to get people to have repeat views. And the feedback we've gotten from a lot of the technology platforms is people come back time and time again, and it seems to be because they actually believe these characters are real, and that they're friends. >> So talk about your journey, because you're at the front end of this wave, and you're participating, you're creating art, you're creating work product. You're building technology with the Baobab Studios. What would you do if you were 16? If you were a sophomore in high school, knowing what you know, and you could go back in time, or you could be today what you know at 16, what would you do? >> When I was 16, I had no idea what I was going to do. When I graduated from college, I had no idea what I was going to do. But what I will say is, VR is really unique because it's so interdisciplinary. So, it actually invites people from all different fabrics of society, and different types of education. The most, I would encourage 16 year olds to just be who they are, and to play. And if I talked to my 16 year old self, I would have just encouraged myself to follow my interest and pursuits more, because many years later, actually VR has brought me back to a lot of my roots, and different things that I studied growing up, and was fascinated by. >> So it ignited your passion. >> Absolutely. >> Or things that you were really into, that you might have forgotten. Is that- >> Yeah, I studied something called symbolic systems at Stanford University, and I had no idea what I was doing. It combined computer science, psychology, linguistics, and philosophy. And the first thing I did after college was pursue potentially a career as a lawyer. But now it all makes sense. VR makes, brings everything together. >> What could have been, you know? >> Absolutely. >> Well, a lot of neural network, symbolic systems, this is the underpinnings of this complex fabric that is powering this content market. So I'd love to get your thoughts. Is there a success formula that you're seeing emerging, I know there's no silver bullet yet. A lot of experimentation. A lot of new things happening. But as this technology, and the scaffolding around it is being built, while also original content is being built, it's still evolving. What's the success formula, and what's the pitfall? What to stay away from? >> I think it's about, it's really about good storytelling. And I think it's a time to be courageous and brave, and put forward stories that wouldn't have otherwise been told in the more traditional mediums. Our latest project in production that I'm so personally excited about, is called Legend of Crow. It stars John Legend as a beautiful bird with the most beautiful feathers, and the most gorgeous voice, who during dark and cold times, must go on a heroes journey to bring light back to the world. Something I feel like in this day and age, a lot of people can relate to. But, on top of this story being based upon a beautiful Native American legend that hasn't really been exposed to the world, we've taken the opportunity to take the themes of diversity and self sacrifice, and self acceptance, to create an all star cast of minorities and women, and that's something I feel the younger generations can really relate to, because having worked a lot in Hollywood as a producer in traditional TV and film, things take a while, and there's a certain way of casting and doing things that follow an older model, and I think younger audiences are excited to have a character like Moth in our experience who speaks both Spanish and English, because that's the way the world is today. >> So I got to ask you a quick, you brought up diversity and inclusion kind of in your comment. I got to bring this up, because you guys do hit a nice demographic that I think is super relevant and important, the younger generation. So I talk to a lot of young people all the time. I say things like, you don't need to be a computer scientist to get into this game. You can be super smart. You don't need to learn how to code hardcore coding to get into this. And they respond to that. And that's one kind of, I would say, narrative that conventional wisdom might not be right. And the other one is the diversity. So my son, 16 year old, says, "Dad, your generation is so politically correct. All this nonsense." So, the younger generation is not living what we're living in, in these dark times, I would say, certainly with diversity, but how does VR really equalize? And will the storm pass? Diversity, inclusion, all that great stuff that are core issues, certainly are being worked on. But, do we see hope here? >> Absolutely. I think disruption in the form of a new technology and a new medium is, while scary to some people, is actually the most exciting and fertile time to equalize. Our CEO, Maureen Fan, who is a college classmate of mine, always wanted to work in animation. And she finally saw the right opportunity when VR came, and we put on headsets for the first time, and saw how there could be a new wave of exciting animators, through this disruptive technology. Because everyone else in more traditional animation is so focused on the old model, and the old ways of doing things, of getting things off the ground, of financing, of creating certain kinds of content that have been proven over time, in the old sort of studio model. >> What were some of those things that were instrumental in this breakout, to forge this new ground? >> I think a lot of it is the technology finally being ready. Our CTO, Larry Cutler, actually studied virtual reality at Stanford a decade before Maureen and I were there, and he had always been waiting for the right time to go into VR. >> Does he preach down, hey kids, I used to walk in the snow with bare feet to you guys, or has he, what's his role, how's he doing? >> He's amazing. He was the head of global character tech for all of Dreamworks animation, and like I said, I think one thing that distinguishes us from some of the other people in VR is that we're so focused on characters, so focused on them making eye contact with you, or with their facial features reacting in realtime, and being very believable, and forging that bond between you and that character. So, for us, that character technology, and having the top people in that space work with us, is the long term thing that is going to differentiate us from the crowd. >> I'd like to get your reaction to my comment about the computer science, and that's mainly, mostly a Silicon Valley thing, living in Palo Alto, so, but people are struggling when they go to college. What should I major in? And there's a narrative right now, oh you got to learn how to code, you got to be a computer science major. You don't. You don't have to be a CS major. Some of the most creative and technical brilliance can also come from other disciplines. What's your reaction to that, and what's your advice? >> I think people should just follow their effort. Because, if you follow what naturally comes to you, what you're good at, and that also has meaning and interest to you, and something that you can get feedback along the way, which is the great thing about being in a growing space, you are going to just spend your, you're going to spend a lot of late nights doing that stuff, and you can always bring it into your career path when that happens. And I think, we're in a very DIY time in VR. No one knows anything. We're constantly making mistakes, but then learning from them. And that's the most exciting process of being where we are. So, to people who are of college age, I would just tell them follow your effort. If you're interested in VR, it's an exciting time to just do it yourself. Learn from your mistakes. And then, and try to create something new. >> What does the new creative mean to you. When you hear that, new creative, what does that mean to you? >> You know, it's interesting being at these talks and panels, and at all these festivals, because I feel like a lot of people are looking for that new innovator who comes out of nowhere, and sort of just redefines the industry. And that could very well happen. But I actually think what's really exciting about right now is, it's more about having, understanding the bridge between all the different mediums and disciplines. I think new things are created when you combine areas that have not been traditionally aligned. So for example, Orson Welles arguably created one of the first great cinematic masterpieces in Citizen Kane, but he was able to do so by bringing values from theater, and from radio, and areas where he sort of learned the art of storytelling. And he was able to combine them in new and interesting ways that people hadn't seen before. So, for me it's less about looking for that silver bullet of a creative person who comes out of nowhere, but these younger generations who understand these different mediums, combining them and creating connections with them in an exciting way. >> Brooks Brown from Starbury Studios said on the panel, the next breakout star is going to be the kid in the basement that no one's ever heard of. >> Very possibly, but that kid in the basement, he needs to be passionate about a lot of different disciplines. So, what we've tried to emulate in doing so, is bringing the best people in gaming, bringing the best people from traditional film, bringing people who had interests in a lot of different areas, different art forms, and letting them kind of play together and learn from each other. Argue with each other, you know? And then come up with something that no one's seen before. >> We're going to have to come up with a camera, so that could be like an experiment. Like it's just a reality show in and of itself. All that talent, multi discipline together. >> Absolutely. >> John: It's like dynamite ready to explode. >> It's the challenge, it's the blessing, it's the curse and the blessing of our medium right now, because there's so much more to discover, but if people come in and have an open mind, and are willing ... If the people from Hollywood are willing to learn from the people who do gaming in Silicon Valley, who are open to learning from the people in New York who grew up on live theater, I feel those, finding that intersection, finding those beautiful intersections are where we're going to thrive. >> Well you guys highlight that multi disciplinary thing, but also highlights why diversity is so important. Diversity brings the most perspectives to the table, the most data, most contribution. It might be a little bit longer to work through the arguments, right? You got to be patient. >> Absolutely you have to be patient. We're really lucky to be working with John Legend on our VR piece. He had actually been looking for several years to find, wanting to play in this space, but not wanting to do it with the wrong partner at the wrong time. So, it's, there's an art to timing in everything that we do right now, and when we presented to him the story we're doing with the Legend of Crow, it felt like the perfect sort of match. >> Legend of Crow coming out. Head of Content, Kane Lee here, Baobab Studios. Thanks for spending the time here on the Cube Conversation. What's the timing of the release of the program? >> Probably late spring, but we're going to be announcing some news around that soon, and we have some more exciting updates about it that I can't wait to share. >> Alright, we are here at the Intel Tech Lounge as the Cube's Conversation at Sundance Film Festival, part of our coverage of Sundance 2018. I'm John Furrier, thanks for watching.

Published Date : Jan 21 2018

SUMMARY :

Thanks for joining me here at the Intel Tech Lounge. You're in the middle of it. and our culture, to challenge Take a minute to talk about what Baobab is doing, from the ages of five to 105. or the 16 year old that's got a full rig, and that's one of the biggest and connects the dots for people and one of the biggest millennial stars, Ingrid Nilson, This is a big part of the media. and it seems to be because they actually and you're participating, you're creating art, And if I talked to my 16 year old self, really into, that you might have forgotten. And the first thing I did after college So I'd love to get your thoughts. and that's something I feel the younger generations I got to bring this up, because you guys is actually the most exciting and fertile time to equalize. and he had always been waiting for the right time and forging that bond between you and that character. Some of the most creative and technical brilliance and interest to you, and something What does the new creative mean to you. and sort of just redefines the industry. the next breakout star is going to be the kid in the basement Very possibly, but that kid in the basement, We're going to have to come up with a camera, to learn from the people who do gaming in Silicon Valley, Diversity brings the most perspectives to the table, it felt like the perfect sort of match. Thanks for spending the time here on the Cube Conversation. and we have some more exciting updates about it as the Cube's Conversation at Sundance Film Festival,

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